The Library (Inactive)

Game Master nate lange

Throne room map


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HP: 15/32 | AC 24 ( 14 touch, 21 flat-footed)| DR 5/magic | CMD 18 | Fort 6, Ref 5, Will 5, Improved Evasion | Speed 30' Fly 40' Av. | Sense Motive +6; Perception +10 (Darkvision 60') | Initiative +2 | Enlarge 1/1; Soften Earth + Stone 1/1; Enlarged

Pawn returns covered in lumps of dirt, but fully healed and grinning smugly, but halts outside the doorway when White Knight holds up a hand - feeling that his familiar's presence will not help the beast be reasonable.

White Knight readies himself to strike should the chimera make a move to attack or escape.


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

"My companions and I are still weighing our options, but neither of those will likly be our choice." Ariok says as he eyes the beast.

"Have you anything to offer in the defence of your actions and suspected crimes before we come to a decision?"


map of Sandpoint | current map

GM dice:
1d6 + 6 ⇒ (4) + 6 = 10
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 5 ⇒ (14) + 5 = 19
6d8 ⇒ (8, 5, 5, 7, 6, 2) = 33

The beast snorts and snickers at Ari. Without saying another word, it inhales deeply and prepares to spew forth acid once again. Before it can, White Knight drives home the scimitar he had trained on it. The blade does not inflict enough damage to stop it though, and a mist of acid covers both of the men. Ari and WK2 both take 16 acid damage for their successful saves.

In a flash, Jacomo and Igmutanka have the creature unconscious again but the question of how to proceed still seems somewhat unanswered...


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"We should kill it now," White Knight says flatly, poised but waiting to see if any of his companions object.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

-Anyone has any idea how to stop it from coming alive again? This bane metal... what can it be? Or should fire suffice?


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

It has fast healing which stops when it dies, so if we kill it it should stay dead. So anything ought to do as long as it does the damage, the problem was keeping it down but alive.


map of Sandpoint | current map

Just to clarify: I never said it had fast healing... I said "if it has fast healing" and then followed that up with "if it has regeneration"... The fact that Igmutanka was randomly chopping at the unconscious body and never killed it lends some credence to the idea that it may actually have regeneration...


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

"The beast seems eager enough to die, we might as well give it a try. Igmutanka, would you please drive this abomination into the floor so that we may determine the extent of its curative powers?"


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

-Uhh... drive into... What do you mean 'drive into the floor', exactly?


map of Sandpoint | current map

Igmutanka is unfamiliar with some of the words and phrases that his companions use, but his understanding of the subtle cues of body language, tone, and inflection make him fairly confident that the strangely attired healer is asking him to resume hacking away at the creature with his axes.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

-You mean this?

Starts chopping BBQ wings again.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"Rin can you produce those elemental rays at will? If so might I ask that you try out different elements upon the beast see if any do permanent damage? If not I suggest we get some horse bones from outside and place them inside its brains and heart, I do not believe its gradual regenerative properties would allow it to force them out."


INACTIVE PC ALIAS

Doth not the root force through the stone?

Jacomo, apparently disinterested in the riddle of the Chimera's death, attends to the thrones. He looks them over in detail, tracing their carvings with a fingertip and becoming lost in thought. Did once I perform before seats such as these, to the merriment of a king and his queen? I know not.

Behind the Scene:
Perception / searching thrones: 1d20 ⇒ 2


HP: 39/51 | AC 20 (touch 14, flat-footed 17) | CMD 16 | Fort +7, Ref +6, Will +6 (+2 vs enchants) | Speed 30' | Sense Motive +13; Perception +13 (low-light vision, darkvision) | Initiative +3 | Divination 6/6; Evocation 5/6; Illusion 6/6 | Active Effects: third eye (+3/+1), intense focus (+3), distortion (20%)

Rin looked back when she heard her name. She looked even paler than she had when they entered and seemed to be on the verge of losing her lunch. This prolonged injury to the beast seemed to be taking a toll on her. The idea that she'd add her own form of pain to it just made her go whiter.

"I don't have any metal. Bane metal. I've tried three of the four elements."

Though her words and look on her face said no her actions said yes. Perhaps it was in hopes of expediting the creature's death. Whatever her reasons Rin blasted the beast with an icy cold ray.

Action: Energy Ray with cold damage.
Ranged Touch Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Cold Damage: 4d6 + 4 ⇒ (6, 5, 5, 2) + 4 = 22


map of Sandpoint | current map

Rin finds some consolation in the fact that the beast is clearly unconscious and unaware of anything being done to it. It's body has been damaged badly enough that it's difficult to see it healing, but with careful observation it can be seen that the cold does not stop its regeneration either.


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

"Rin, I know that this is hard for you, and I, for that matter, but I can assure you that this creature got little joy from its torment of other beings and ending it is likely the only chance this realm has for peace."
Ari continues with some saddness in his voice,
"None of us here has a penchant for torture, what needs doing will be done as humanely as possible."


HP: 15/32 | AC 24 ( 14 touch, 21 flat-footed)| DR 5/magic | CMD 18 | Fort 6, Ref 5, Will 5, Improved Evasion | Speed 30' Fly 40' Av. | Sense Motive +6; Perception +10 (Darkvision 60') | Initiative +2 | Enlarge 1/1; Soften Earth + Stone 1/1; Enlarged

Pawn who flew over as soon as the questioning was abandoned and has been dancing around carving rude words in the chimeras hide with his ranseur looks up guiltily at Ariok's words. Hiding the weapon behind his back he backs away from the slowly healing, I bum weasels carved into the creatures left haunch.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

-Yes, doing this is not much of my liking, but letting the monster wake up again is something which I like even less.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"Maybe we could leave Pawn here stabbing and search the Keep for this bane metal? Though we should check the can do sufficient damage to keep it down first..."

Pawn can probably just coup De grace it every round or so and keep it down while we go off an explore, and he is linked to WK if there is a problem. Thoughts?


map of Sandpoint | current map

It's regeneration seems fairly slow- Pawn could probably keep it down without a problem (especially now that Igmutanka has chopped into it so much).


HP: 39/51 | AC 20 (touch 14, flat-footed 17) | CMD 16 | Fort +7, Ref +6, Will +6 (+2 vs enchants) | Speed 30' | Sense Motive +13; Perception +13 (low-light vision, darkvision) | Initiative +3 | Divination 6/6; Evocation 5/6; Illusion 6/6 | Active Effects: third eye (+3/+1), intense focus (+3), distortion (20%)

Rin nodded her agreement. Anything to get out of this room was agreeable.

"Maybe they know what the bane metal is in town. If there's anyone left in town. Or maybe this thing has confiscated some and kept it here somewhere for safety."


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

-Let's find out, then.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

White Knight nods, he retrieves a pearl from a pocket and concentrates upon it for a moment, casting a spell that leaves his sword crackling briefly again with sparks. Then he retrieves two more pearls, clasping each in his palm in turn.

Recovering Shocking Grasp and casting into Spell Storing Scimitar, recovering Shocking Grasp again, then recovering Vanish.

"Let us search the Keep first," he says moving back into the entry way and heading to the right ready to systematically go through every room.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Say if you need Perception or Stealth rolls, or whatever.


INACTIVE PC ALIAS

Jacomo joins the others for the search. "Were I this creature, I would keep that which could kill me in some far-off aerie rather than my own pantry. Perchance we shall find this 'Key,' however."


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"Possibly, but it might well had ebeen unable to access many rooms due to its size and a Keep seems more likely to contain special metals than a town. So we have eliminated cold iron, mithril - which serves as silver - and steel, that leaves adamantine? Maybe even something more uncommon for battle like gold?"


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

"I can help in the search. I have a surprisingly keen eye."


map of Sandpoint | current map

@Igmutanka (and everyone else)- if you take an action that requires a roll, like moving stealthily, roll the check when you take the action. Responsive rolls like sense motive when someone else is bluffing I'll roll for you to avoid slowing things down waiting for those rolls. For perception, I'll roll your passive checks (free checks to notice things or opposed checks against someone else's stealth) and if you actively look for something (which cost a move action) you roll your check when you post the action.

@WK2- please remember to update your hp in the info that appears with your posts (you took 16 from the breath weapon). Also, are you heading for the door that was on the right on the way in (that Igmutanka pointed out earlier) or the one that's on the right as you exit the throne room?


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Alright, trying to be sneaky, then.

Stealth: 1d20 + 15 ⇒ (9) + 15 = 24


INACTIVE PC ALIAS

Jacomo shrugs. "I may not entirely know who or what I am, sir Knight, but I am certainly no metallurgist. I do have a fair weight of gold crowns, however, if you care to test that particular theory. Since your Pawn is able to keep the monster sedated, I would prefer to search the premises." Jacomo notes Igmutanka's stealthy stance as they proceed from the Throne Room.

"Shall we stay together for protection, or separate ourselves so as to hasten the search? I would gamble that this Chimera serves no greater master, and it seems an unlikely sort to suffer servants. Also, a band is only as stealthy as it's loudest member." Jacomo inclines his head towards the hunter.

"Perhaps Igmutanka and I should proceed one way in stealth whilst you proceed another in more direct fashion?"

Behind the Scene:
If party agrees to split, Jacomo will proceed stealthily with like-minded and footed folk; if not, he does not bother with subtlety.

Perception: 1d20 ⇒ 1
Stealth, per above: 1d20 + 14 ⇒ (15) + 14 = 29


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

Will do, always bad about up dating these, must do better :)

"Ariok could myself and Rin prevail upon you for some healing?" White Knight asks, checking his acid burns, and while he is at it deciding to cast a spell to enhance his vitality.

False Life: 1d10 + 7 ⇒ (7) + 7 = 14

To Jacamo he inclines his head, "That seems a eminently sensible solution. Does anyone have a way to contact the other group in the event of trouble? If Pawn were available I would send him with the other group, but such is not the case."


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

"Of course, good sir knight."
Careful not to include the chimura, Ari channels positive energy.
channel energy: 6d6 ⇒ (1, 6, 2, 3, 1, 4) = 17


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"Many thanks. I suppose we just shout as loudly as we can," White Knight says, "How about the stealthy go left thenres tof us right?"

He gestures to the left of the entrance and to the right - as if from the point of view of someone entering the Keep.


map of Sandpoint | current map

Are people going along with WK2's plan? If so, I'll start posting for both groups as soon as I get some confirmation; if not, let me know where you're all actually heading.


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

Ari gladly joins the non-stealthy group


INACTIVE PC ALIAS

"As you say." Jacomo gives a short bow to White Knight II, then takes several steps in the indicated direction before slowing his pace so Igmutanka may join him.

The game begins, sir Knight. Let us see where your direction takes us...


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Igmutanka taps on Jacomo's shoulder and whispers:

-Maybe you want to turn off that- pointing to the continual flame effect on the ioun stone.

Then he adopts his stealthy stance and they both lose themselves into the darkness...


INACTIVE PC ALIAS

"Of course! My apologies, I quite forget that it is there." Jacomo concentrates for a moment and the flaming stone becomes visible. He plucks it from the air and slips it into his shirt.

"Onwards, good Hunter." Jacomo falls in step behind Igmutanka as they creep deeper into the keep.

Behind the Scene:
Jacomo will maintain the disguise self and the invisibility on his other stones through the western star, and will hide the ioun torch on his person.

Sleight of Hand/hiding ioun torch: 1d20 + 18 ⇒ (10) + 18 = 28


map of Sandpoint | current map

Stealthy party:
You creep along quietly through the door out of the entryway and into a short hallway. After twenty feet the hallway turns right and runs parallel to the length of the throne room for seventy feet. On the left side of the hallway there are windows spaced every ten feet; on the right there are three doorways spaced twenty feet apart. Each of these doors has been torn from its hinges and the well appointed bedrooms behind them are in disarray. At the end of the hall is a large oak door bound in iron that is locked closed.

Non-stealthy party:
You walk through the door out of the entryway and into a short hallway. After twenty feet the hallway turns left and runs parallel to the length of the throne room for seventy feet. On the right side of the hallway there are windows spaced every ten feet; on the right there are three doorways spaced twenty feet apart. Each of these doors has been torn from its hinges. The first two doors lead into large dining room with dishes and silverware scattered about the floor. The third door leads into a barren kitchen. At the end of the hall is a large oak door bound in iron that is locked closed.

Please begin your post by stating which party you are in (inside bold and ooc tags)


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

Non-stealth

Asking Ariok to use Bit of Luck and Rin to try and aid.

As they move White Knight questions his companions about there abilities and assuming he is willing to share asks Ariok, "Could you use this luck ability on me so I can try to break down the door, I have an ability to empower myself once a day, so we need to maximize our chances of success. Rin I appreciate brute force is not your strong suit, but could you attempt to aid me? But first let me check for magic..."

He checks for magic and if there is none on the locked door, and Ariok is willing to use his Bit of Luck ability, he charges the door slamming his shoulder against it skin flaring with sudden neon blue light as his nanites activate lending him a sudden surge of raw power.

PFSRD Doors:
Common or Standard Door Materials

Wooden Doors: Constructed of thick planks nailed together, sometimes bound with iron for strength (and to reduce swelling from dungeon dampness), wooden doors are the most common type. Iron hinges fasten the door to its frame, and typically a circular pull-ring in the center is there to help open it. Sometimes. instead of a pull-ring, a door has an iron pull-bar on one or both sides of the door to serve as a handle. In inhabited dungeons, these doors are usually well-maintained (not stuck) and unlocked, although important areas are locked up if possible.
Strong Wooden Door: These sturdy doors can take some punishment before breaking. Good wooden doors are rarely double doors, however. Strong wooden door typical stats: AC 3; hardness 5; hit points 22; DC 16 Break [stuck] or 18 [locked])
Very Strong Wooden Door: These wooden doors are often bound with iron and often guard important areas. Very strong wooden door typical stats: AC 3; hardness 5; hit points 30; DC 23 Break [stuck] or 25 [locked])
Stone Doors: Carved from solid blocks of stone, these heavy, unwieldy doors are often built so that they pivot when opened, although dwarves and other skilled craftsfolk are able to fashion hinges strong enough to hold up a stone door. Secret doors concealed within a stone wall are usually stone doors. Otherwise, such doors stand as tough barriers protecting something important beyond. Thus, they are often locked or barred. AC 3; hardness 8; hit points 90; DC 28 Break [stuck] or 28 [locked]) are difficult to break through. They are a feature in dungeons built by deep-dwelling races such as dwarves and drow.
Iron Doors: Iron doors are hinged like wooden doors. They are usually locked or barred.

Bit of Luck allows you to roll twice and take the best result.
Str: 1d20 - 1 + 1 + 10 ⇒ (4) - 1 + 1 + 10 = 14
Str: 1d20 - 1 + 1 + 10 ⇒ (18) - 1 + 1 + 10 = 28 I select this one :)


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Stealthy

Igmutanka turns to talk to Jacomo.

(Whispering) -Have you got any means of opening this?- he says signaling the door.


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

non-stealth group

Ari is happy to chat as they walk, finding it easy to open up to White Knight when Pawn isn't around. When they reach the door, Ari agrees and activates Bit of Luck on his android companion.


map of Sandpoint | current map

Non-stealthy:
The White Knight slams himself against the oak door. The thud of his shoulder and hip is accompanied by creaking and a loud crack as the edge of the door breaks apart around the lock. The door swings open revealing a butler's pantry and a staircase leading down...


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

White Knight stands rubs his shoulder and begins to say in his monotone mirthless voice, "Hahahahaha, ha, very amusing, I have allowed my own sense of foreboding to skew my judgement it seems. Downwards?"

If there are no objections he begins leading the way down the staircase, his eyes piercing the darkness with ease.


INACTIVE PC ALIAS
Igmutanka wrote:
(Whispering) -Have you got any means of opening this?- he says signaling the door.

Jacomo unslings his polearm and nods at it before giving a shrug.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Stealthy (not for long though)

-I guess this is the end of the stealthy party. Go on.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

You could always come over to us, I imagine you heard us knocking the door down, if you can no longer be stealthy might as well not be split?


map of Sandpoint | current map

They can roll perception if they want but it's a fair distance with a lot of stone walls in between... They decide to reunite if they're giving up on stealth though.


INACTIVE PC ALIAS

"Stealthy" Party

Jacomo nods again and assaults the door, focusing his attacks around the lock (and presumably bolting mechanism) and then the hinges in an attempt to remove the door quickly and completely rather than chop a man-sized hole through it.

Well this is quite tiresome. Twice now in recent memory - that seemingly being the only kind in my possession - I have been stymied by a simple locked door. Perhaps I shall apply myself to the study of locksmithing at my earliest opportunity, so as to save myself from such troubles in the future!

Behind the Scene:
Two attacks a round at 1d12 + 2 damage; hopefully we can just go with a static damage number and figure out how many rounds it takes rather than me posting a kabillion dice rolls. Also, I don't actually expect to get through the door any sooner, it's just Jacomo's a fairly clever fellow and so would go about with some strategy in mind rather than just hacking away.


map of Sandpoint | current map

'Stealthy':
Focusing his efforts against the relatively small metal bolt that holds the door closed, Jacomo breaks through in two quick, loud, blows. The chamber behind holds racks of bed sheets, blankets, and towels, and a washing station; along the back wall is a staircase leading upwards.

Unstealthy:
The stairs down darken momentarily but lamps cast light out of a door next to the bottom of the staircase. Through the door is a large kitchen: cabinets and countertops ring three of the walls with a fireplace and clay stoves on the fourth; in the center is a big wooden table with shelves underneath. The muffled sounds of crying can be heard behind the table.

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